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  • How to avoid chaotic ASP.NET web application deployment?

    - by emzero
    Ok, so here's the thing. I'm developing an existing (it started being an ASP classic app, so you can imagine :P) web application under ASP.NET 4.0 and SQLServer 2005. We are 4 developers using local instances of SQL Server 2005 Express, having the source-code and the Visual Studio database project This webapp has several "universes" (that's how we call it). Every universe has its own database (currently on the same server) but they all share the same schema (tables, sprocs, etc) and the same source/site code. So manually deploying is really annoying, because I have to deploy the source code and then run the sql scripts manually on each database. I know that manual deploying can cause problems, so I'm looking for a way of automating it. We've recently created a Visual Studio Database Project to manage the schema and generate the diff-schema scripts with different targets. I don't have idea how to put the pieces together I would like to: Have a way to make a "sync" deploy to a target server (thanksfully I have full RDC access to the servers so I can install things if required). With "sync" deploy I mean that I don't want to fully deploy the whole application, because it has lots of files and I just want to deploy those new or changed. Generate diff-sql update scripts for every database target and combine it to just 1 script. For this I should have some list of the databases names somewhere. Copy the site files and executing the generated sql script in an easy and automated way. I've read about MSBuild, MS WebDeploy, NAnt, etc. But I don't really know where to start and I really want to get rid of this manual deploy. If there is a better and easier way of doing it than what I enumerated, I'll be pleased to read your option. I know this is not a very specific question but I've googled a lot about it and it seems I cannot figure out how to do it. I've never used any automation tool to deploy. Any help will be really appreciated, Thank you all, Regards

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  • Getting proper indentation using XMLBuilder in a helper

    - by Robbie
    I'm attempting to use a view helper to create some dynamic links based on if you're logged in or not. What I want returned, for sake of easy code readability, is: <ul class="right"> <li><a href="#">Login</a></li> <li><a href="#">Register</a></li> </ul> In the view helper I have this Ruby code: def loginh xm = Builder::XmlMarkup.new(:indent=>2, :margin=>4) xm.ul("class" => "right") { xm.li('class' => 'text') { xm.text("test") } } end In the view, the line that calls login helper is already indented 4 levels. Because of this, the first line gets 'skewed', so in the view I have: <%= loginh %> Which results in: <ul class="right"> <li class="text"> <text>test</text> </li> </ul> You can see it works perfectly, except for the first line. It would appear that the first line is affected by the indent before <%= loginh % is called. I can easily remedy this by removing the indentation prior to <%= loginh % - but in essence I'd be sacrificing code readability for markup readability. Which isn't what I'm looking to do. Is there any way I could remove the beginning whitespace?

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  • MS Access: Why is ADODB.Recordset.BatchUpdate so much slower than Application.ImportXML?

    - by apenwarr
    I'm trying to run the code below to insert a whole lot of records (from a file with a weird file format) into my Access 2003 database from VBA. After many, many experiments, this code is the fastest I've been able to come up with: it does 10000 records in about 15 seconds on my machine. At least 14.5 of those seconds (ie. almost all the time) is in the single call to UpdateBatch. I've read elsewhere that the JET engine doesn't support UpdateBatch. So maybe there's a better way to do it. Now, I would just think the JET engine is plain slow, but that can't be it. After generating the 'testy' table with the code below, I right clicked it, picked Export, and saved it as XML. Then I right clicked, picked Import, and reloaded the XML. Total time to import the XML file? Less than one second, ie. at least 15x faster. Surely there's an efficient way to insert data into Access that doesn't require writing a temp file? Sub TestBatchUpdate() CurrentDb.Execute "create table testy (x int, y int)" Dim rs As New ADODB.Recordset rs.CursorLocation = adUseServer rs.Open "testy", CurrentProject.AccessConnection, _ adOpenStatic, adLockBatchOptimistic, adCmdTableDirect Dim n, v n = Array(0, 1) v = Array(50, 55) Debug.Print "starting loop", Time For i = 1 To 10000 rs.AddNew n, v Next i Debug.Print "done loop", Time rs.UpdateBatch Debug.Print "done update", Time CurrentDb.Execute "drop table testy" End Sub I would be willing to resort to C/C++ if there's some API that would let me do fast inserts that way. But I can't seem to find it. It can't be that Application.ImportXML is using undocumented APIs, can it?

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  • CLR Stored Procedures

    - by Paul Hatcherian
    In an ASP.NET application, I have a small number of fairly complex, frequently used operations to execute against a database. In these operations, one or more of several tables needs updates or inserts based a logical evaluation of both input parameters and values of certain tables. I've maintained a separation of logic and data access, so the operation currently looks like this: Request received from client Business layer invokes data layer to retrieve data from database Business layer processes result and determines which operation to execute Business layer invokes appropriate data operation Response sent to client As you can see, the client is kept waiting while two separate requests are made to the database. In searching for a solution to this, I've found CLR Stored Procedures, but I'm not sure if I have the right idea about what they are useful for. I have written a replacement for the code above which especially places steps 2-4 in a CLR SP. My understanding is that the SP will be executed locally by SQL Server and result in only one call being made to the server. My initial benchmark tests show this is actually orders of magnitude slower than my original code, but I attribute that recompilation of the code I have not worked out yet and/or some flaw in my environment. My question is basically, is this the intended use of CLR SPs or am I missing something? I realize this is a bit of a compromise structurally, so if there's a better way to do it I'd love to hear it.

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  • Using .NET XmlSerializer with get properties and setter functions

    - by brone
    I'm trying to use XmlSerializer from C# to save out a class that has some values that are read by properties (the code being just a simple retrieval of field value) but set by setter functions (since there is a delegate called if the value changes). What I'm currently doing is this sort of thing. The intended use is to use the InT property to read the value, and use SetInT to set it. Setting it has side-effects, so a method is more appropriate than a property here. XmlSerializationOnly_InT exists solely for the benefit of the XmlSerializer (hence the name), and shouldn't be used by normal code. class X { public double InT { get { return _inT; } } public void SetInT(double newInT) { if (newInT != _inT) { _inT = newInT; Changed();//includes delegate call; potentially expensive } } private double _inT; // not called by normal code, as the property set is not just a simple // field set or two. [XmlElement(ElementName = "InT")] public double XmlSerializationOnly_InT { get { return InT; } set { SetInT(value); } } } This works, it's easy enough to do, and the XML file looks like you'd expect. It's manual labour though, and a bit ugly, so I'm only somewhat satisfied. What I'd really like is to be able to tell the XML serialization to read the value using the property, and set it using the setter function. Then I wouldn't need XmlSerializationOnly_InT at all. I seem to be following standard practise by distinguishing between property sets and setter functions in this way, so I'm sure I'm not the only person to have encountered this (though google suggests I might be). What have others done in this situation? Is there some easy way to persuade the XmlSerializer to handle this sort of thing better? If not, is there perhaps some other easy way to do it?

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  • Avoid the problem with BigDecimal when migrating to Java 1.4 to Java 1.5+

    - by romaintaz
    Hello, I've recently migrated a Java 1.4 application to a Java 6 environment. Unfortunately, I encountered a problem with the BigDecimal storage in a Oracle database. To summarize, when I try to store a "7.65E+7" BigDecimal value (76,500,000.00) in the database, Oracle stores in reality the value of 7,650,000.00. This defect is due to the rewritting of the BigDecimal class in Java 1.5 (see here). In my code, the BigDecimal was created from a double using this kind of code: BigDecimal myBD = new BigDecimal("" + someDoubleValue); someObject.setAmount(myBD); // Now let Hibernate persists my object in DB... In more than 99% of the cases, everything works fine. Except that in really few case, the bug mentioned above occurs. And that's quite annoying. If I change the previous code to avoid the use of the String constructor of BigDecimal, then I do not encounter the bug in my uses cases: BigDecimal myBD = new BigDecimal(someDoubleValue); someObject.setAmount(myBD); // Now let Hibernate persists my object in DB... However, how can I be sure that this solution is the correct way to handle the use of BigDecimal? So my question is to know how I have to manage my BigDecimal values to avoid this issue: Do not use the new BigDecimal(String) constructor and use directly the new BigDecimal(double)? Force Oracle to use toPlainString() instead of toString() method when dealing with BigDecimal (and in this case how to do that)? Any other solution? Environment information: Java 1.6.0_14 Hibernate 2.1.8 (yes, it is a quite old version) Oracle JDBC 9.0.2.0 and also tested with 10.2.0.3.0 Oracle database 10.2.0.3.0

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  • Having a Python package install itself under a different name

    - by cool-RR
    I'm developing a package called garlicsim. (Website.) The package is intended for Python 2.X, but I am also offerring Python 3 support on a different fork called garlicsim_py3.(1) So both of these packages live side by side on PyPI, and Python 3 users install garlicsim_py3, and Python 2 users install garlicsim. The problem is: When third party modules want to use garlicsim, they should have one package name to refer to, not two. Sure, they can do something like this: try: import garlicsim except ImportError: import garlicsim_py3 as garlicsim But I would prefer not to make the developers of these modules do this. Is there a way that garlicsim_py3 will install itself under the alias garlicsim? What I want is for a Python 3 user to be able to import garlicsim and refer to the module all the time as garlicsim, but that it will really be garlicsim_py3. I know that the Distribute project does something like this: They make it so you can import setuptools and it will be redirected into their code. I have no idea how they do it. Any ideas? (1) I've reached the decision to support Python 3 on a fork instead of in the same code base; It's important for me that the code base will be clean, and I would really not want to introduce compatibilty hacks.

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  • PHP (A few questions) OO, refactoring, eclipse

    - by jax
    I am using PHP in eclipse. It works ok, I can connect to my remote site, there is colour coding of code elements and some code hints. I realise this may be too long to answer all questions, if you have a good answer for one part, answering just that is ok. Firstly General Coding I have found that it is easy to loose track of included files and their variables. For example if there was a database $cursor it is difficult to remember or even know that it was declared in the included file (this becomes much worse the more files you include). How are people dealing with this? How are people documenting their code - in particular the required GET and POST data? Secondly OO Development: Should I be going full OO in my development. Currently I have a functions library which I can include and have separated each "task" into a separate file. It is a bit nasty but it works. If I go OO how do I structure the directories in PHP, java uses packages - what about php? How should I name my files, should I use all lower case with _ for spaces "hello_world.php"? Should I name classes with Uppercase like Java "HelloWorld.php"? Is there a different naming convention for Classes and regular function files? Thirdly Refactoring I must say this is a real pain. If I change the name of a variable in one place I have to go through whole document and each file that included this file and change the name their too. Of course, errors everywhere is what results. How are people dealing with this problem? In Java if you change the name in one place it changes everywhere. Are there any plugins to improve php refactoring? I am using the official PHP version of Eclipse from their website. thanks

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  • What makes merging in DVCS easy?

    - by afriza
    I read at Joel on Software: With distributed version control, the distributed part is actually not the most interesting part. The interesting part is that these systems think in terms of changes, not in terms of versions. and at HgInit: When we have to merge, Subversion tries to look at both revisions—my modified code, and your modified code—and it tries to guess how to smash them together in one big unholy mess. It usually fails, producing pages and pages of “merge conflicts” that aren’t really conflicts, simply places where Subversion failed to figure out what we did. By contrast, while we were working separately in Mercurial, Mercurial was busy keeping a series of changesets. And so, when we want to merge our code together, Mercurial actually has a whole lot more information: it knows what each of us changed and can reapply those changes, rather than just looking at the final product and trying to guess how to put it together. By looking at the SVN's repository folder, I have the impression that Subversion is maintaining each revisions as changeset. And from what I know, Hg is using both changeset and snapshot while Git is purely using snapshot to store the data. If my assumption is correct, then there must be other ways that make merging in DVCS easy. What are those?

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  • Batch file to wait for other program to load/initialize, then execute command?

    - by Jason N
    I need some assistance writing what should be a fairly basic .BAT file. I load my main program, but that program takes ~20secs to load and be initialized. I have another command-line API I can execute to interact with this above program, but obviously until the above program is loaded and initialized there's no point in trying. If the program isn't running the command-line API returns a string stating exactly this - otherwise it just works and exits. Easy. So I want to wait until the above is loaded/initialized before firing my API command(s) at it. I could place a sleep/wait in there, but I want something more solid. The ~20sec wait is not necessarily consistent. Any way to execute the command-line API over and over until the response is satisfactory, then exit? J

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  • Problem with Zend_Date and ISO_8601 format

    - by Noah Goodrich
    Frankly, I'm flummoxed. Can anyone tell me why I would get a failure message with this code? $date = Zend_Date::now(); $date = $date->getIso(); if(Zend_Date::isDate($date, Zend_Date::ISO_8601)) { print('success'); } else { print('failure'); } exit; It also fails if I just pass in a Zend_Date object. UPDATE: a var_dump of the initial $date object looks like this: object(Zend_Date)#107 (8) { ["_locale:private"]= string(5) "en_US" ["_fractional:private"]= int(0) ["_precision:private"]= int(3) ["_unixTimestamp:private"]= int(1257508100) ["_timezone:private"]= string(14) "America/Denver" ["_offset:private"]= int(25200) ["_syncronised:private"]= int(0) ["_dst:protected"]= bool(true) } And a var_dump of the $date string after calling $date-getIso() looks like this: string(25) "2009-11-06T04:48:20-07:00" I am using ZF 1.9.5 on PHP 5.2.8. I am using XAMPP for Windows too if that makes a difference.

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  • How can I deal with No module named edit.editor ?

    - by Tomas Pajonk
    I am trying to follow the WingIDE tutorial on creating scripts in the IDE. This following example scripts always throws an error: import wingapi def test_script(test_str): app = wingapi.gApplication v = "Product info is: " + str(app.GetProductInfo()) v += "\nAnd you typed: %s" % test_str wingapi.gApplication.ShowMessageDialog("Test Message", v) Traceback (most recent call last): File "C:\Wing-pi\Scripts\test.py", line 1, in import wingapi File "C:\Program Files\Development\Wing IDE 3.1\bin\wingapi.py", line 18, in import edit.editor ImportError: No module named edit.editor Process terminated with an exit code of 1 I am launching the script in the Wing IDE as suggested by someone, but I keep getting the same result.

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  • How do I use Perl's WWW::Facebook::API to publish to a user's newsfeed?

    - by Russell C.
    We use Facebook Connect on our site in conjunction with the WWW::Facebook::API CPAN module to publish to our users newsfeed when requested by the user. So far we've been able to successfully update the user's status using the following code: use WWW::Facebook::API; my $facebook = WWW::Facebook::API->new( desktop => 0, api_key => $fb_api_key, secret => $fb_secret, session_key => $query->cookie($fb_api_key.'_session_key'), session_expires => $query->cookie($fb_api_key.'_expires'), session_uid => $query->cookie($fb_api_key.'_user') ); my $response = $facebook->stream->publish( message => qq|Test status message|, ); However, when we try to update the code above so we can publish newsfeed stories that include attachments and action links as specified in the Facebook API documentation for Stream.Publish, we have tried about 100 different ways without any success. According to the CPAN documentation all we should have to do is update our code to something like the following and pass the attachments & action links appropriately which doesn't seem to work: my $response = $facebook->stream->publish( message => qq|Test status message|, attachment => $json, action_links => [@links], ); For example, we are passing the above arguments as follows: $json = qq|{ 'name': 'i\'m bursting with joy', 'href': ' http://bit.ly/187gO1', 'caption': '{*actor*} rated the lolcat 5 stars', 'description': 'a funny looking cat', 'properties': { 'category': { 'text': 'humor', 'href': 'http://bit.ly/KYbaN'}, 'ratings': '5 stars' }, 'media': [{ 'type': 'image', 'src': 'http://icanhascheezburger.files.wordpress.com/2009/03/funny-pictures-your-cat-is-bursting-with-joy1.jpg', 'href': 'http://bit.ly/187gO1'}] }|; @links = ["{'text':'Link 1', 'href':'http://www.link1.com'}","{'text':'Link 2', 'href':'http://www.link2.com'}"]; The above, nor any of the other representations we tried seem to work. I'm hoping some other perl developer out there has this working and can explain how to create the attachment and action_links variables appropriately in Perl for posting to the Facebook news feed through WWW::Facebook::API. Thanks in advance for your help!

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  • Why does my ActivePerl program report 'Sorry. Ran out of threads'?

    - by Zaid
    Tom Christiansen's example code (à la perlthrtut) is a recursive, threaded implementation of finding and printing all prime numbers between 3 and 1000. Below is a mildly adapted version of the script #!/usr/bin/perl # adapted from prime-pthread, courtesy of Tom Christiansen use strict; use warnings; use threads; use Thread::Queue; sub check_prime { my ($upstream,$cur_prime) = @_; my $child; my $downstream = Thread::Queue->new; while (my $num = $upstream->dequeue) { next unless ($num % $cur_prime); if ($child) { $downstream->enqueue($num); } else { $child = threads->create(\&check_prime, $downstream, $num); if ($child) { print "This is thread ",$child->tid,". Found prime: $num\n"; } else { warn "Sorry. Ran out of threads.\n"; last; } } } if ($child) { $downstream->enqueue(undef); $child->join; } } my $stream = Thread::Queue->new(3..shift,undef); check_prime($stream,2); When run on my machine (under ActiveState & Win32), the code was capable of spawning only 118 threads (last prime number found: 653) before terminating with a 'Sorry. Ran out of threads' warning. In trying to figure out why I was limited to the number of threads I could create, I replaced the use threads; line with use threads (stack_size => 1);. The resultant code happily dealt with churning out 2000+ threads. Can anyone explain this behavior?

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  • How do I get a UIView to appear instantly?

    - by matsgrip
    I'm trying to create an activity indicator in iPhone app. The problem is that I cannot get it to appear before the actual task i want it to diplay during is already done. Is there something funky about the order in which the iPhone does stuff? Here is my problematic code (in my app delegate): -(BOOL)showProgressView: (NSString *) message { self.progress = [[UIView alloc] initWithFrame:window.frame]; UIImageView *img = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"squircle.png"]]; [img setAlpha:0.5]; [img setFrame:CGRectMake(94, 173, 133, 133)]; UIActivityIndicatorView *spinner = [[UIActivityIndicatorView alloc] initWithFrame:CGRectMake(51.5, 51.5, 30, 30)]; spinner.activityIndicatorViewStyle = UIActivityIndicatorViewStyleWhiteLarge; [img addSubview:spinner]; [self.progress addSubview:img]; [spinner startAnimating]; [img release]; [spinner release]; [window addSubview:self.progress]; return YES; } I then call this code like this: if ([appDelegate showProgressView:@"Loading..:"]) { //My actual code loads data and stuff here but that is not important //drawCtrl is a UIViewController subclass that is instantiated here UINavigationController *navController = [appDelegate navigationController]; [navController pushViewController:drawCtrl animated:YES]; [drawCtrl release]; } The problem is that my activity indicator does not appear until the new view controller is pushed onto the navController's stack. Can I control this in some way? Thanks in advance! -Mats

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  • Does DefaultAppPool run with special elevated privilegs on IIS?

    - by Leeks and Leaks
    I'm running a piece of code within a web page that queries the IIS metabase using ADSI. The code is as simple as this: DirectoryEntry iisNode = new DirectoryEntry("/LM/W3SVC/1/ROOT/MyAspWebsite-1-128886021498831845"); foreach (DirectoryEntry de in iisNode.Parent.Children) { System.Console.WriteLine(de.Name); } This works fine when I run the page/site under the DefaultAppPool on IIS7/W2K8. However when I create my own app pool and leave the properties the same as the default app pool, this code fails with the following error: Caught: System.Runtime.InteropServices.COMException Failed to parse virtual directory: /LM/W3SVC/1/ROOT/MyAspWebsite-1-128889542757187500 System.Runtime.InteropServices.COMException (0x80070005): Access is denied. What special privileges does the DefaultAppPool have? I don't see any documented. I need this to work in non default app pools, but without giving the entire worker process elevated privileges. I've also tried using the username and password parameters of the DirectoryEntry constructor, by using the Admin on the machine that IIS7 is running on, but that didn't change anything. I'll also note that this works fine on IIS6 and W2K3. Any help is appreciated.

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  • Custom DataType in DataTemplate breaks WPF designer

    - by PRINCESS FLUFF
    Why does the DataTemplate line break the WPF designer in Visual Studio 2008? The program compiles and runs properly. The DataTemplate is applied as it should. However the entire DataTemplate block of code is underlined in red, and when I simply "build" the program without running, I get the error "Type reference cannot find public type named 'Character'" How come it can't find it in the designer yet the program applies the template properly? <UserControl x:Class="WPF_Tests.Tests.TwoCollecViews.TwoViews" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:DetailsPane="clr-namespace:WPF_Tests.Tests.DetailsPane" > <UserControl.Resources> <DataTemplate DataType="{x:Type DetailsPane:Character}"> <StackPanel Orientation="Horizontal"> <TextBlock Text="{Binding Path=Name}"></TextBlock> </StackPanel> </DataTemplate> </UserControl.Resources> <Grid> <ListBox ItemsSource="{Binding Path=Characters}" /> </Grid> </UserControl> EDIT: I am being told that this may be a bug in Visual Studio 2008, as it worked correctly in 2010. You can download the code here: http://www.mediafire.com/?z1myytvwm4n - The Test/TwoCollec xaml file's designer will break with this code.

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  • Problem with interface implementation in partial classes.

    - by Bas
    I have a question regarding a problem with L2S, Autogenerated DataContext and the use of Partial Classes. I have abstracted my datacontext and for every table I use, I'm implementing a class with an interface. In the code below you can see I have the Interface and two partial classes. The first class is just there to make sure the class in the auto-generated datacontext inherets Interface. The other autogenerated class makes sure the method from Interface is implemented. namespace PartialProject.objects { public interface Interface { Interface Instance { get; } } //To make sure the autogenerated code inherits Interface public partial class Class : Interface { } //This is autogenerated public partial class Class { public Class Instance { get { return this.Instance; } } } } Now my problem is that the method implemented in the autogenerated class gives the following error: - Property 'Instance' cannot implement property from interface 'PartialProject.objects.Interface'. Type should be 'PartialProjects.objects.Interface'. <- Any idea how this error can be resolved? Keep in mind that I can't edit anything in the autogenerated code. Thanks in advance!

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  • sending mail using mutt + emacs

    - by lakshmipathi
    How to sent mail from emacs? I have add from address and subject and trapped inside emacs I found this There are two ways to send the message. C-c C-s (mail-send) sends the message and marks the mail buffer unmodified, but leaves that buffer selected so that you can modify the message (perhaps with new recipients) and send it again. C-c C-c (mail-send-and-exit) sends and then deletes the window or switches to another buffer But both ( ctrl+c ctrl+s ) and (ctrl-c crtl+c) are not working ps:Thought it's not programming related. it's programmer environment related question-hoping it won't be closed :)

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  • Cannot easy_install readline for Python 2.7.3 on Mac Os Lion

    - by user11170
    I am trying to install readline for python 2.7.3 installed via homebrew. If I type easy_install readline I get Downloading http://pypi.python.org/packages/source/r/readline/readline-6.2.2.tar.gz#md5=ad9d4a5a3af37d31daf36ea917b08c77 Processing readline-6.2.2.tar.gz Writing /var/folders/44/dhrdb5sx53s243j4w03063vh0000gn/T/easy_install-64FbG8/readline-6.2.2/setup.cfg Running readline-6.2.2/setup.py -q bdist_egg --dist-dir /var/folders/44/dhrdb5sx53s243j4w03063vh0000gn/T/easy_install-64FbG8/readline-6.2.2/egg-dist-tmp-NOmStB clang: error: no such file or directory: 'readline/libreadline.a' clang: error: no such file or directory: 'readline/libhistory.a' error: Setup script exited with error: command '/usr/bin/clang' failed with exit status 1 Any ideas about how I could fix this ? Thanks

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  • TFS and Forms Authentication

    - by George
    I don't know squat about TFS, other than as a user who has performed simple check in/outs. I just installed it locally and would like to do joint development with a friend. I was having trouble making my TFS web site on port 8080 visible (the whole scoop is here if your interested) and I wonder if it could be related to the fact that TFS is probably using Windows Authentication to identify the user. Can TFS be set up to use forms authentication? We probably need to set up a VPN, though that's a learning curve too. To use TFS, do our machines have to belong to a domain? We're not admin types, though he is better than me, though I would be interested in any feedback or advice on which path is likely to pan out the best. I already got AxoSoft OneTime working in this type of an environment and it suits us well, but I am tempted at all the bells & whistles with TFS and the ability to tie tracked bug items to code changes. As far as finding a good way to share code, do sites like SourceForge allow one to keep code secure among members only?

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  • getline won't let me type, c++

    - by Stijn
    I try to get the name of a game the users chooses and store it in a vector. I use getline so the user can use a space. When I try to type a new game to add it won't let me. It automaticly displays me games library. Please tell me what I do wrong. Problem is at if(action == "add") Here's my code: #include <iostream> #include <string> #include <vector> #include <algorithm> #include <ctime> #include <cstdlib> using namespace std; int main() { vector<string>::const_iterator myIterator; vector<string>::const_iterator iter; vector<string> games; games.push_back("Crysis 2"); games.push_back("GodOfWar 3"); games.push_back("FIFA 12"); cout <<"Welcome to your Games Library.\n"; cout <<"\nThese are your games:\n"; for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } //the loop! string action; string newGame; cout <<"\n-Type 'exit' if you want to quit.\n-Type 'add' if you want to add a game.\n-Type 'delete' if you want to delete a game.\n-Type 'find' if you want to search a game.\n-Type 'game' if you don't know what game to play.\n-Type 'show' if you want to view your library."; while (action != "exit") { cout <<"\n\nWhat do you want to do: "; cin >> action; //problem is here if (action == "add") { cout <<"\nType the name of the game you want to add: "; getline (cin, newGame); games.push_back(newGame); for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } continue; } else if (action == "show") { cout <<"\nThese are your games:\n"; for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } } else if (action == "delete") { cout <<"Type the name of the game you want to delete: "; cin >> newGame; getline (cin, newGame); iter = find(games.begin(), games.end(), newGame); if(iter != games.end()) { games.erase(iter); cout <<"\nGame deleted!"; } else { cout<<"\nGame not found."; } continue; } else if (action == "find") { cout <<"Which game you want to look for in your library: "; cin >> newGame; getline (cin, newGame); iter = find(games.begin(), games.end(), newGame); if (iter != games.end()) { cout << "Game found.\n"; } else { cout << "Game not found.\n"; } continue; } else if (action == "game") { srand(static_cast<unsigned int>(time(0))); random_shuffle(games.begin(), games.end()); cout << "\nWhy don't you play " << games[0]; continue; } else if (action == "quit") { cout <<"\nRemember to have fun while gaming!!\n"; break; } else { cout <<"\nCommand not found"; } } return 0; }

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  • iOS LocationManager is not updating location (Titanium Appcelerator module)

    - by vale4674
    I've made Appcelerator Titanium Module for fetching device's rotaion and location. Source can be found on GitHub. The problem is that it fetches only one cached location but device motion data is OK and it is refreshing. I don't use delegate, I pull that data in my Titanium Javascript Code. If I set "City Run" in Simulator - Debug - Location nothing happens. The same cached location is returning. Pulling of location is OK because I tried with native app wich does this: textView.text = [NSString stringWithFormat:@"%f %f\n%@", locationManager.location.coordinate.longitude, locationManager.location.coordinate.latitude, textView.text]; And it is working in simulator and on device. But the same code as you can see on GitHub is not working as Titanium module. Any ideas? EDIT: I am looking at GeolocationModule src and I see nothing special there. As I said, my code in my module has to work since it is working in native app. "Only" problem is that it is not updating location and it always returns me that cached location.

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  • Web Servicet Client in JBOSS 5.1 with JDK6

    - by dcp
    This is a continuation of the question here: http://stackoverflow.com/questions/2435286/jboss-does-app-have-to-be-compiled-under-same-jdk-as-jboss-is-running-under It's different enough though that it required a new question. I am trying to use jdk6 to run JBOSS 5.1, and I downloaded the JDK6 version of JBOSS 5.1. This works fine and my EAR application deploys fine. However, when I want to run a web service client with code like this: public static void main(String[] args) throws Exception { System.out.println("creating the web service client..."); TestClient client = new TestClient("http://localhost:8080/tc_test_project-tc_test_project/TestBean?wsdl"); Test service = client.getTestPort(); System.out.println("calling service.retrieveAll() using the service client"); List<TestEntity> list = service.retrieveAll(); System.out.println("the number of elements in list retrieved using the client is " + list.size()); } I get the following exception: javax.xml.ws.WebServiceException: java.lang.UnsupportedOperationException: setProperty must be overridden by all subclasses of SOAPMessage at org.jboss.ws.core.jaxws.client.ClientImpl.handleRemoteException(ClientImpl.java:396) at org.jboss.ws.core.jaxws.client.ClientImpl.invoke(ClientImpl.java:302) at org.jboss.ws.core.jaxws.client.ClientProxy.invoke(ClientProxy.java:170) at org.jboss.ws.core.jaxws.client.ClientProxy.invoke(ClientProxy.java:150) Now, here's the really interesting part. If I change the JDK that my the code above is running under from JDK6 to JDK5, the exception above goes away! It's really strange. The only way I found for the code above to run under JDK6 was to take the JBOSS_HOME/lib/endorsed folder and copy it to JDK6_HOME/lib. This seems like it shouldn't be necessary, but it is. Is there any other way to make this work other than using the workaround I just described?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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